diff options
Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
| -rw-r--r-- | src/server/game/Spells/Spell.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index ab4215970b6..58c2fa7755a 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -2675,7 +2675,7 @@ SpellMissInfo Spell::PreprocessSpellHit(Unit* unit, bool scaleAura, TargetInfo& if (m_originalCaster && unit->IsInCombat() && m_spellInfo->HasInitialAggro()) { - if (m_originalCaster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE)) // only do explicit combat forwarding for PvP enabled units + if (m_originalCaster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) // only do explicit combat forwarding for PvP enabled units m_originalCaster->GetCombatManager().InheritCombatStatesFrom(unit); // for creature v creature combat, the threat forward does it for us unit->GetThreatManager().ForwardThreatForAssistingMe(m_originalCaster, 0.0f, nullptr, true); } @@ -3065,7 +3065,7 @@ void Spell::prepare(SpellCastTargets const& targets, AuraEffect const* triggered } // focus if not controlled creature - if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) + if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED)) { if (!(m_spellInfo->IsNextMeleeSwingSpell() || IsAutoRepeat())) { @@ -3317,7 +3317,7 @@ void Spell::_cast(bool skipCheck) // if the spell allows the creature to turn while casting, then adjust server-side orientation to face the target now // client-side orientation is handled by the client itself, as the cast target is targeted due to Creature::FocusTarget - if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) + if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED)) if (!m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST)) if (WorldObject* objTarget = m_targets.GetObjectTarget()) m_caster->ToCreature()->SetInFront(objTarget); |
